In preparation of the oncoming storm as written by our resident wordsmith and Director of Propaganda and Misinformation, Keith Teague.
There are some typical questions that come to mind in people who want to design games but haven't really done so yet. One of these is "how do you actually start a game"?
I have written about how games originate, what element starts the thought process. http://www.gamecareerguide.com/features/662/idea_.php This time I want to focus on questions you can ask yourself, lists you can make, techniques you can use, rather than on specific aspects of the game.
I feel its necessary to share in order to thrive as a community... which is why BGDF even exists. With that in mind I'm putting up a two part blog post about our recent experience with prototyping a game at Gen Con.
So read this: http://en.wikipedia.org/wiki/Senat.
I had the idea the other night just before bed (which, aside from washing my hair in the shower, seems to be my best time for such things). The one craft place near me has a whole "wooden" section of unfinished wooden projects-- boxes, shelves, etc.-- for people to decorate with whatever. I saw that they had bins of polygons too, including some nice-sized hexagons! Rock!
BGDF is very cool and there's a wealth of information to be had in the forums, but I'm spending way too much time reading posts and following links. The first few hours still had the "shiny" on them, and I told myself I was just getting familiar with the system. The second hour or two I logged my time down as market and product research. Now I confess, I'm just reading the posts and following people around..... Guess there's nothing for it but to refill my coffee mug, squeeze my eyes shut and click that little X at the corner - telling myself all the while that I'll get to come back tomorrow!
I have been working for a week on a asymmetrical card game for two players where one player is the fish and the other is the fisherman. So far it is going well, however card interaction needs work, and I am trying to simplify the math involved to make it kid friendly, and over all easier to teach to new players, hope to get more testing in on Monday and integrate another mechanic to add some more luck to the strategy already designed in.
We are currently conducting blind playtests of the Plazmogonia board game in the Seattle area.
If you are interested to participate, send us a mail at email@example.com and we will get in touch to see when and where we can set this up with your group of friends. The game is designed for 2 to 4 players, and play as well regardless of the number of players, within one hour (we usually count an extra half-hour for the first game). We are also open to do blind playtests at game store locations, if the store accepts to have us there.
We look forward to hear from you!
I've done LJ.
I've done Tumblr.
Why not another?
And here's the opening salvo. My flu-riddled brain had me thinking of ways to make do with a lot of odds-and-ends (or, if you're Roger Daultrey, Odd's'n'Sods) that are laying about in my house. Some of this was actually inspired the the "ultimate board game" featured in my new-from-the-ashes-of-Borders (RIP) "GeekDad" book too.
I present: "Many Roads."
1 PC pawn or figure per player,
a game-master or shared duties for the same,
The Game Crafter is looking for an interesting and diverse set of playing card faces for an upcoming TGC community enhancement project.
For a couple decades I regularly taught graduate computer management classes. One of the most important themes of those classes was that a manager/supervisor has to recognize what reality is, not what he would like reality to be or what he thinks it ought to be. If you don’t know what’s really going on, how can you make it work better? Yet a great many managers lose track of reality, and the really poor ones are often in what I call “cloud-cuckoo land.”
You might feel that this shouldn’t matter to game designers but in fact it’s very important. Game design in some sense is project management. Your project can’t come to fruition if you don’t recognize the reality of it, the true state of your game.